Hi Michael, MMOGs use locality to only process or transmit what's in the area around you. Like you pointed out, the client might tell servers what "pages" should be updated in real time -- this is a good analogy to what MMOGs do with locality.
The wave protocol has a built-in advantage from its tree network topology: many clients per server, with federation on the backbone. However, users are likely to participate in waves that cross boundaries, which makes this harder. In MMOGs, game play is often structured into "worlds" (lots of names for them: levels, islands, etc.) -- and when the user enters a world, they will close their connection to any other server and just communicate with that world's server. I'm not sure how to make something like this work for wave. Wave might benefit from caching parameters in the protocol. I'm not familiar with how wave.google.com works, but does the index wave have information like a last-modified time for each wave? When the "perfect storm" hits an area, MMOGs also use active congestion control. Specifically, the server can tell all clients to reduce the update rate for specific things (specific waves?). It's only for the rarest of cases, and needs to be tuned to work well. Maybe it's not a good candidate for now. Thanks, David --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Wave Protocol" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/wave-protocol?hl=en -~----------~----~----~----~------~----~------~--~---
